VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Oceania

Lei Fei

50ー0で負けたもみお

  • Kage
  • Vanessa
  • Wolf
Career matches1,938
Career win rate51.8%
Round win rate51.9%
Peak rank32
Distinct opponents146
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1458 #2,275 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Lei Fei321,45277268053.2%
Wolf26183978653.0%
Kage27180859547.2%
Jacky—75334244.0%
Vanessa2637142337.8%
Akira—112918.2%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

953 of 1,055 rounds counted

5.7 inputs a second (345 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.8350643
Kage5.6336201
Vanessa5.331770
Wolf5.835139

By opponent's character

Akira5.6336103
Aoi5.935476
Jeffry5.834877
Wolf5.935272
Goh5.834970
Pai5.533378
Shun5.834876
Lau5.935562
Jacky5.834856
Kage5.633844
Sarah5.533255
El Blaze5.834542
Brad5.834514
Lion5.633931
Taka6.136631
Jean5.532731
Lei Fei5.83478
Vanessa5.73448
Eileen5.432519

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira28181064.3%+11.4
Aoi2114766.7%+13.4
Jeffry2013765.0%+6.6
Wolf2012860.0%+10.4
Goh1961331.6%-21.8
Pai1961331.6%-17.0
Shun1813572.2%+16.2
Lau1771041.2%-9.4
Jacky1431121.4%-30.4
Kage137653.9%-0.9
Sarah137653.9%+3.6
El Blaze114736.4%-11.2
Brad96366.7%+9.1
Lion86275.0%+19.5
Taka84450.0%-6.5
Jean72528.6%-21.0
Lei Fei63350.0%+1.7
Vanessa660100.0%+38.8
Eileen41325.0%-21.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Full Fence33211263.6%+6.6
Low Fence30161453.3%+1.8
Rectangle29121741.4%-13.8
Single Wall28181064.3%+15.3
Open27141351.9%+0.7
Breakable Full Fence26131350.0%-0.6
Breakable Half Fence23101343.5%-10.2
Half Fence2112957.1%+6.5
Octagon168850.0%-6.2
Full Fence and Open135838.5%-15.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14851.4%53.8%-2.4
No walls8556.5%51.2%+5.3

Walls against open: -7.7 points (95% range -20.8 to +5.4), p 0.249 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

さざび (Rank 29)2026/10/1831233.3%
SOLA (Rank 24)2026/10/1843175.0%
コラーゲン (Rank 27)2026/10/1531233.3%
ラオゥ (Rank 26)2026/10/154040.0%
Shurkn-_-pap03 (Rank 26)2026/10/1331233.3%
igyoken55 (Rank 29)2026/10/123030.0%
下P撃ち過ぎですか!? (Rank 27)2026/10/1031233.3%
ポンズ (Rank 24)2026/10/0832166.7%
skew-kerb01 (Rank 25)2026/10/0632166.7%
NEKOz (Rank 29)2026/10/04550100.0%
lemon-sour (Rank 31)2026/10/0243175.0%
こたろ~の遊び場 (Rank 33)2026/10/0232166.7%
太鼓の別人@稲刈準備中 (Rank 32)2026/10/0294544.4%
獣王(設定2) (Rank 31)2026/10/0275271.4%
とらさぶろう (Rank 34)2026/10/0242250.0%
ニトロ (Rank 33)2026/10/0231233.3%
Teruo_1114 (Rank 31)2026/09/0331233.3%
vf_akira_love (Rank 33)2026/09/0332166.7%
hayate (Rank 30)2026/09/0342250.0%
雷電 (Rank 31)2026/08/2463350.0%
vast-sprain73 (Rank 32)2026/08/2342250.0%
sergei_yamada (Rank 30)2026/08/2331233.3%
奏 (Rank 30)2026/07/1342250.0%
buenosuzonde865 (Rank 27)2026/04/12330100.0%
wf_STAYGOLD_aimH (Rank 32)2026/04/1231233.3%

Round openings

Every character

Toushou66P637.9%
crouch dash forward into guardG344.3%
backdash into Kaisei Tento1P+K334.2%
crouch dash forward into evade down324.0%
Kochouheki (Deflect)236P+K293.7%
evade down into guardG263.3%
Toushou66P into Kakushu Suigeki6P232.9%
Zaban Hekishou66P+K192.4%
backdash into evade down192.4%
backdash into offensive move192.4%
guardG into evade down182.3%
crouch into Zensoutai2K+G162.0%
crouch dash forward into Fukusoushou2P151.9%
crouch dash forward into punchP151.9%
crouch into Bunkyaku3K141.8%

161 further openings account for the other 418 rounds.

Counted from 197 of the 244 matches played. The rest were not pulled for openings.

Lei Fei

Career
772–680 · 53.2%
This season
184 matches · 55.4%
Peak rank
32

First hit in 52.8% of 743 rounds. Won 56.6% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 51.1% of rounds, against 32.6% in their other rounds.
  • Against Wolf: attacks straight away in 61.8% of rounds, against 35.2% against everyone else.
  • After opening the round before by moving in: moves in first in 32.5% of rounds, against 17.9% after anything else.
  • After the opponent opened the round before by attacking: backs off first in 23.3% of rounds, against 14.1% after anything else.
  • After losing a round: moves in first in 27.5% of rounds, against 14.8% after winning one.
  • After winning a round: opens with “236P+K Kochouheki (Deflect)” in 6.5% of rounds, against 1.1% after losing one.

How is this tested?

Toushou66P638.5%
crouch dash forward into guardG344.6%
backdash into Kaisei Tento1P+K334.4%
crouch dash forward into evade down324.3%
Kochouheki (Deflect)236P+K293.9%
Toushou66P into Kakushu Suigeki6P233.1%
evade down into guardG233.1%
Zaban Hekishou66P+K192.5%
backdash into offensive move192.5%
backdash into evade down172.3%
guardG into evade down172.3%
crouch into Zensoutai2K+G162.1%
crouch dash forward into Fukusoushou2P152.0%
crouch dash forward into punchP141.9%
crouch into Bunkyaku3K141.9%

138 further openings account for the other 377 rounds.

Kage

Career
85–95 · 47.2%
This season
50 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Furikakato OtoshiK+G512.2%
ResshouPP into SandangekiPPP49.8%
Ura Tsumujigeri44K37.3%
evade down into guardG37.3%
Kodachinuki4K into kickK24.9%
crouch dash forward into throwP+G24.9%
crouch into Tsumujigeri2K+G24.9%
evade down into crouch dash forward24.9%
punchP into ResshouPP24.9%
Fusenjin3P12.4%
Jizuridan2P12.4%
Kodachinuki4K12.4%
Ryu'eikyaku66K12.4%
SouhajinP+K12.4%
backdash12.4%

10 further openings account for the other 10 rounds.

Counted from 11 of the 50 matches played. The rest were not pulled for openings.

Wolf

Career
97–86 · 53.0%
This season
10 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K114.3%
Low Hammer2P114.3%
Screw Hook63214P114.3%
backdash into evade down114.3%
crouch into Low Smash2K114.3%
crouch into Savate4K114.3%
evade up114.3%

Counted from 2 of the 10 matches played. The rest were not pulled for openings.

Not counted here: Vanessa. Their matches were not pulled for openings.

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (15 here; about 0.8 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Lei Fei: 6 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)